Grit & Gunsmoke (Inactive)

Game Master Brian Minhinnick

Roll20 Campaign


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Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

"Sounds like a plan to me, forming a trap made of bullets. Tomorrow, we'll spot 'em coming and then get into position. When one of us thinks they're in the ripest spot, open fire. If ya hear a shot then it means the party's started," Zort says, flipping his hat back onto his head. Gus climbs out of the coat pocket and slips underneath of the hat.

"That work for y'all?"

Zort's in position on the map (on top of A4). He'll be prone when/if they arrive. He'll take a 20, if allowable, to climb up there.


Okay, I altered the map so now the peaks of the roofs block sight. Roof squares outside the red/orange rectangles don't get cover. Inside orange rectangles have cover from the ground. The storage shack isn't high enough to provide cover and its roof is slanted towards the center of the fort so anyone on top of that will be visible. The top of the guest house roof (red square) is flatish, but also not high enough for cover. Standing there won't give cover. However, unlike orange square buildings you can go prone there and still be able to shoot. You don't get cover, but I'll still allow stealth checks if prone in the red square.

Seems like we have a plan, everyone position themselves and I'll fast forward us to the encounter.


Hiding inside A3 or A4, and then bursting out the doors is also an option of course.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

I've placed myself in position. We can keep the wagon where I placed it, or we can put it elsewhere if someone wants to use it for anything in particular.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Okay, Zorts in position on the map. He'll just be inside of the shed (A4). I like where you put the wagon.

Zort takes a walk around the storage shed and shakes his head."Change a plans. I'll just wait inside the shed and burst out like a jack-in-the-box. On that roof, I'd be as plain as a 'warf as a goblin party up there."

Zort takes off his hat, revealing a rat curled up on his head. He gives the hat one last spin before putting it back on. "Now if you don't mind, I've got a special elixir to brew before retiring to the guest house."

Zort heads out behind the fort to his parked wagon. After entering, Gus dips out from under the hat, hops to Zort's shoulder, and skitters down his arm to a shelf covered in straw.

Zort takes a seat at his small potion desk. "So Gus..." Zort says, while arranging vials and other components, "...what does The Way have in store for our taxmen? Drowsiness?

Gus, curled up in his straw, gives Zort a small nod. Zort continues, "Should we be ready for a bullet wound you think?" Gus nods again.

Zort rambles on, in a one way conversation with Gus, mostly about days past. He tinkers with his equipment for a while before realizing that he doesn't have enough materials.

"Looks like the well's run dry, Gus. Hope we find some custom potion orders soon. Need a big ol' pay day. Let's go to bed, Gus." Zort heads back into the fort and into the guest house to rest until his second shift begins.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper and Ozark enjoy a restful sleep curled up on the same guest bed. Treetopper sleeps on top of his saddle and saddlebags with Ozark lying with his head on the bedroll that covers the goblin.

After a midnight, they are waken for watch. Treetopper asks Ozark to wait behind the shed and not to spook the horses. Meanwhile, the goblin climbs on top of the stables with his Winchester and lays down on the wall side of the peak watching all around. He plans to sit up to a crouch when he sees the bandits approach.

Treetopper and Ozark are placed.


Svetlana and Oleg stay out of the group's way while they make their preparations, mostly staying in their house. They retire early, Oleg with a scowl, and Svetlana with another round of thanks for the Marshals.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Dolgren rises early, checking the action on both guns and ensuring that they are loaded. He also ensures that his machete and daggers are loose in their sheaths and haven't rusted in the snow and the wet.

He then positions himself on the roof of the main building, in the South-West corner, making sure that he has cover and can see the entrance. Concealing himself as best he can, he waits for the arrival of the bandit group.

In an orange square, so I have cover


The night passes without incident. In the morning Oleg and Svetlana are up well before dawn, and prepare a hearty breakfast of eggs, beans, bacon and cornbread for the Marshals. After a quick meal, they double check to make sure all signs of their presence are hidden. Once certain that their ambush is ready, the Marshals take up their hidden positions around the fort. The Levetons set out their trade goods, as if they are ready to pay the "tax" without complaint.

The bandits arrive as scheduled, approaching from the south on horseback about an hour after sunrise. They arrogantly ride into the fort, led by the mustachioed man Svetlana described. There are three other men wearing bandannas over their faces with him. They have two spare mounts as well, who are wearing heavy saddle bags. The leader has a rifle, while the others have revolvers. "Mornin' sugar, them buns lookin' fine as usual," the mustachioed man calls out to Svetlana as they come in. "And Mr. Cocksucker hisself, well hot damn!" he continues, referring to Oleg. "What've y'all got for us today?"

Happs Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Bandit's perception: 3d20 ⇒ (10, 18, 8) = 36

None of the bandits notice you guys!

Initiative:
Didier: 1d20 + 1 ⇒ (18) + 1 = 19
Dolgren: 1d20 + 3 ⇒ (12) + 3 = 15
Treetopper: 1d20 + 4 ⇒ (20) + 4 = 24
Zort: 1d20 + 2 ⇒ (9) + 2 = 11
Happs: 1d20 + 2 ⇒ (16) + 2 = 18
Bandits: 3d20 + 3 ⇒ (16, 7, 6) + 3 = 32

Happs 18
Party 17.2
Bandits 10.6

Begin Surprise Round

You may all take a standard action. To simplify things for PBP, actions will occur in posting order. You can post whenever I call the party up. If you move, please use the Polygon/Line tool to draw a line showing your movement. Left click starts a line, another left click adds a node, right click ends the line. So, go ahead, kill them there bandits!


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Dolgren listens as they draw nearer, waiting for the right time. He frowns as the moustachioed man shows such disrespect to the Levetons. Still, what can be expected from such who have forsaken all notions of honour and duty?

Taking his moment, the dwarf takes steady aim at the leader, confident in his own skill and his weaponry. Surely it will not let him down now. He fires, the distinctive crack-whistle of the cartridge no longer making him flinch as once it did.

Gunshot, ranged touch attack: 1d20 + 1 + 3 - 1 ⇒ (19) + 1 + 3 - 1 = 22 hot damn
BAB, Dex, Deadly Aim

Damage: 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Gun training, Deadly Aim

"That was your warning shot - throw down your arms and face justice, or die by my bullets. I care not what choice you make, but choose swiftly."

If targeted, I will spend 1 grit point to drop prone (giving +4 to AC in addition to any cover bonuses)


Happs is taken by complete surprise as the bullet rips through his shoulder. He reels in the saddle, "What the hell!? A f+$!ing bearder?! You shot me you sumb!%#$!"

Oleg and Svetlana hit the dirt and start crawling towards the house. The horses snort and whinny loudly at the sudden noise.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Surprise Round

Treetopper crouched behind the peak of the stable's roof when the bandits approach and enter the fort. Instead of Happs and crew, he sees the bandits who killed his friend in cold blood. His blood begins to boil. When Happs asks "What've y'all got for us today?", Treetopper has an answer for him in lead.

He sights the lead bandit, lets out his breath, and squeezes his Winchester's trigger. The bullet breezes past Happs causing a deep frown on the goblin.

pepperbox rifle on Happs: 1d20 + 6 ⇒ (3) + 6 = 9 boo


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

S Round

Zort listens to the bandits. Heh, heh. Never understood man's obsession with buns. I think she looks tasty all over. The taste of man flesh is an itch that Zort has never scratched.

Zort hears Dolgren's shot and the demands he makes to the bandits. Heh, sounds like the fiesta's begun. Zort is about to step into the doorway when a voice...way deep down...says, "Shouldn't you give them a chance to surrender?

Zort dwells on the notion for not even a moment. "Reckon not!" He turns around the corner five foot step and shoots at the first outlaw he sees, the man with the moustacheHapps.

Revolver, bang! at Happs: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 4


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

That there looks like a crit, partners!

Crit Confirm: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 2


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

revolver's are x4 crit, so either 6x2=12 damage or roll 2d6 more, right? Is it Round 1, now? Cheers


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

more damage!: 1d6 + 1d6 ⇒ (2) + (6) = 8


Zort wrote:


That there looks like a crit, partners!

Zort's bullet finds the center of Happ's forehead, and the bandit leader tumbles off his horse with his brains leaking out. The other bandits struggle to control their mounts, and draw their pistols. Due to their lack of skill, they haven't managed either yet.

I still need Didier's action for the surprise round, Treetopper. I will post a summary and move us to round 1 after that.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Watching the outlaws' brain pinata, Zort's way-way-down voice asks, "Are you happy now?"

"Yup," Zort says, taking aim at the next hombre.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Didier levels his revolver, a Colt Dragoon, at the rider closest to him and fires. He flinches in pain with the pressure required to pull the trigger, but manages to hit anyway.

Revolver Attack: 1d20 - 3 ⇒ (17) - 3 = 14
Revolver Damage: 1d8 ⇒ 5


Surprise Round

Dolgren listens as they draw nearer, waiting for the right time. He frowns as the moustachioed man shows such disrespect to the Levetons. Still, what can be expected from such who have forsaken all notions of honour and duty?

Taking his moment, the dwarf takes steady aim at the leader, confident in his own skill and his weaponry. Surely it will not let him down now. He fires, the distinctive crack-whistle of the cartridge no longer making him flinch as once it did.

"That was your warning shot - throw down your arms and face justice, or die by my bullets. I care not what choice you make, but choose swiftly."

Happs is taken by complete surprise as the bullet rips through his shoulder. He reels in the saddle, "What the hell!? A f%~#ing bearder?! You shot me you sumb%&+*!"

Oleg and Svetlana hit the dirt and start crawling towards the house. The horses snort and whinny loudly at the sudden noise.

Treetopper crouched behind the peak of the stable's roof when the bandits approach and enter the fort. Instead of Happs and crew, he sees the bandits who killed his friend in cold blood. His blood begins to boil. When Happs asks "What've y'all got for us today?", Treetopper has an answer for him in lead.

He sights the lead bandit, lets out his breath, and squeezes his Winchester's trigger. The bullet breezes past Happs causing a deep frown on the goblin.

Zort listens to the bandits. Heh, heh. Never understood man's obsession with buns. I think she looks tasty all over. The taste of man flesh is an itch that Zort has never scratched.

Zort hears Dolgren's shot and the demands he makes to the bandits. Heh, sounds like the fiesta's begun. Zort is about to step into the doorway when a voice...way deep down...says, Shouldn't you give them a chance to surrender?

Zort dwells on the notion for not even a moment. "Reckon not!" He turns around the corner five foot step and shoots at the first outlaw he sees, the man with the moustache.

Zort's bullet finds the center of Happ's forehead, and the bandit leader tumbles off his horse with his brains leaking out. The other bandits struggle to control their mounts, and draw their pistols. Due to their lack of skill, they haven't managed either yet.

Watching the outlaws' brain pinata, Zort's way-way-down voice asks, "Are you happy now?"

"Yup," Zort says, taking aim at the next hombre.

Didier levels his revolver, a Colt Dragoon, at the rider closest to him and fires. He flinches in pain with the pressure required to pull the trigger, but manages to hit anyway.

End of Surprise Round
=======================================
Begin Round 1

Party is up again! Full round of actions is okay this time.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Awesome music! I'll send you more.

Round 1

Treetopper watches the leader fall from his horse without his help. He turns his target to the one next to him. "Must protect the Leventons," he thinks.

He lets out his breath and squeezes his Winchester's trigger again. The bullet wings the bandit's shoulder.

pepperbox rifle on red: 1d20 + 6 ⇒ (16) + 6 = 22
damage to red: 1d10 ⇒ 3


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Round 1

Zort points his big iron at the next outlaw.

Big Iron on Red: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 3

lol, guys...

Crit confirmation: 1d20 + 3 ⇒ (19) + 3 = 223d6 ⇒ (1, 2, 2) = 5

After firing, Zort ducks back into the shed in anticipation of return fire. Feeling Gus's nails digging into his head, Zort says, "Gus, get outta' there. D@!$ gun show is goin' on!"

Gus skitters from underneath Zort's top hat, down the side of Zort's face, and into Zort's jacket pocket.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Didier lets off another round, but this time the pain causes him to foul the shot.

Dragoon Attack: 1d20 - 3 ⇒ (9) - 3 = 6
Dragoon Damage: 1d8 ⇒ 6


Updated HPs and changed song. Red is staggered, green wounded.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Dolgren nods in satisfaction at Zort's shooting takes aim at one of the wounded outlaws, hoping to finish him off.

Ranged Touch Attack on Green: 1d20 + 1 + 3 - 1 ⇒ (7) + 1 + 3 - 1 = 10
BAB, Dex, Deadly Aim

Hmm... if they're still flat-footed from not having acted yet this combat, that MIGHT be a hit, but only just!

Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Gun Training, Deadly Aim

Unfortunately his aim is not as steady this time, and he can't quite see whether he hit the target or not.


Round 1

Treetopper watches the leader fall from his horse without his help. He turns his target to the one next to him. Must protect the Leventons, he thinks.

He lets out his breath and squeezes his Winchester's trigger again. The bullet wings the bandit's shoulder.

Zort points his big iron at the next outlaw. His shot pierces the man's neck. Spurts of red begin pouring from the wound with each beat of his heart. The bandit clutches his neck, barely maintaining his position in the saddle. After firing, Zort ducks back into the shed in anticipation of return fire. Feeling Gus's nails digging into his head, Zort says, "Gus, get outta' there. D@!$ gun show is goin' on!" Gus skitters from underneath Zort's top hat, down the side of Zort's face, and into Zort's jacket pocket.

Didier lets off another round, but this time the painful recoil causes him to foul the shot.

Dolgren nods in satisfaction at Zort's shooting takes aim at one of the wounded outlaws, hoping to finish him off. He's unsure whether he hit the bandit or not, until the man tumbles from the saddle, limp.

The remaining bandits don't even waste time cursing, they turn their horses as fast as they can, and ride like hell out of the fort. They clear the gates, and are picking up speed on the open road in front of the Fort.

End of Round 1
================================
Begin Round 2

You're up! You'll need to get up on the battlements to get a clear shot at them. I left the bandits there with red text indicating how far in front of the square they're currently on they actually are. to climb up on the battlements you need to use the ladder circled in red on the east side of the fort.


Though Dolgren currently has a clear shot at 115' on Red through the gate.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Well, that would be 1 grit point regained - if, you know, I'd had to spend any grit points...

Dolgren grins, as the curs flee like whipped hounds. Seeing that he has a clear shot, he swivels the next barrel of his pepperbox rifle into place, and fires.

Ranged Touch Attack: 1d20 + 1 + 3 - 1 - 2 - 2 ⇒ (15) + 1 + 3 - 1 - 2 - 2 = 14
BAB, Dex, Deadly Aim, 2 range increments

Damage: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Gun training, Deadly Aim

Even as the round leaves the barrel, he knows it's a head-shot.


That does for red.

The neck-wounded bandit's hat tears open, and he tumbles backwards off his saddle, dead.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

With Gus safely, more or less, tucked away in his jacket, Zort walks back into the doorway to finish the job. Ah #&$!, where the @$!& did they go?

Zort tries to get a better view of what's going on when that darn voice speaks up again. That one could still be alive. Do something.

Zort groans audibly. While looking at the fallen outlaw(well, the one with his upper story still in tact), he mutters the words of the way and pumps a fist to simulate wounds closing.

casts stablize on green, reckon he's probably dead-dead


Green is not dead-dead yet. He's stable at -2


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 2

Treetopper moves along the peak of the stable's roof trying to get line of sight for the escaping bandits.

move action to end of stable.

I thought the stable's roof was higher than the wall, so it would give line of sight to the bandit. Treetopper will take a shot if yes.

pepperbox rifle on blue at one range increment: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6 misfire even if gets LOS


Just need Didier. Can he take out blue before he gets away!?


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2
DM Jelani wrote:
Just need Didier. Can he take out blue before he gets away!?

I've never heard of French luck but it's about $@&^ time for some!


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Didier stand up and lets off a speculative shot, but he misses by a mile, as they say.

"Well, damn it."

Dragoon: 1d20 - 3 ⇒ (6) - 3 = 3


Going to call End Combat!

The lone surviving bandit gallops off to the south, and is quickly out of range, then sight.

Everyone gets 151 XP.

Oleg and Svetlana emerge from the house where they had crawled. Oleg actually smiles for the first time since the marshals have met him. Svetlana on the other hand looks relatively appalled by the violence. She blanches and excuses herself, going back into the house. Oleg, positively cheery, says, "Thank you, sirs!" He goes in to the barn and fetches a few coils of rope. "I vill hang zem from the Fort's walls! Nobody vill dare to attack us again." Chuckling to himself, Mr. Leveton sets to work on his task.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

I think Zort was trying to revive one of them so we could question him

Dolgren scowls as the last one gets away - he is sure this isn't the end of it. Nevertheless there is nothing he can do right now.

Clambering down from the roof, he is pleased to see that Oleg is happier. "I am glad that we have been able to offer you service, Goodman Leveton. Perhaps - if my colleagues agree - you would like to take their firearms as recompense for the losses they have caused you? They must have some resale value, after all. I should however like to claim any ammunition they may have, as it may be in short supply."

He briskly searches the bodies to see what they were carrying. Seeing Zort trying to revive one, he nods. "Good thinking, there - let us see what knowledge we can glean ere we send him for Torag's judgement! Now if you will excuse me..."

Finding a private place out of the way from the others, Dolgren conducts a purification ritual, to absolve himself in Torag's sight from having killed and then having touched the corpses. That done, he rejoins his companions.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper climbs down from the top of the stable. "Are we going after him while the trail is fresh? Can anyone clear my Winchester? It jammed on that last shot."

He whistles to summon Ozark and pets him behind the ears.


Oleg doesn't try to stop the group of marshals from tending to the wounded bandit. He does string the other two up on the front of the Fort though.

In response to Dolgren's offer, Oleg nods. "They are yours by right, but if you vish to give them to us, I von't object."


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

In response to Dolgren, Zort says, "Uh, right. Suppose my mind'll be fox-like on occasion." Zort takes some of Oleg's rope and tries to tie up the living outlaw. "Someone check on my knot work. Can't say I've ever tied up a man before.

Let me know if I need a roll for that...can I take a 10?

"Bearder, I says we at least keep the rifle. Prolly too big for me to aim but French can use it. Six-pieces are great for close quarters but we may need some long shots," Zort says.

Zort turns to Treetooper: "Don't think I've got the tools to fix that there weapon. Maybe Oleg's got some we can bum from 'em."

Zort takes off his top hat and scratches his head. Gus hops out of Zort's jacket pocket into the hat like a fish into a net. Then Zort puts the hat back on.

"Now I'm always fond of giving chase. Makes for a good ride. Reckon though we'd be outgunned when we got there. Must be at least nine of 'em left if the ol' Miss's count hit the mark. Maybe we ask this fellar I just strung up some questions and come up with a plan."


No roll needed, you can tie someone up with an escape DC equal to I believe 10+your CMB..or 20+cmb, I forget.

Loot: 3x leather armor, dagger, pepperbox rifle, 40 bullets, 6 days of
trail rations, silver amulet shaped like a stag skull (worth 20 gp), 35 gp, 2x revolver


Oh, and 5 light horses once you go catch them from wherever nearby they ran off to..


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

"We've no need for more revolvers, but the rifle could be useful indeed." Didier says. The Frenchman then goes about helping to gather the spooked horses.


So this is in your hands now. Welcome to the sandbox. Y'all need to decide what happens next, and then I'll set it into motion.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"Let's get the information from the prisoner and head out. We can't let them return here in force. We need to meet them on our terms." Treetopper offers.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort gives Treetopper a nod. "Sounds 'bout right to me. Though a shame to give chase and leave walls like this."

Zort walks over to the fallen bandito and sits him up against the wall of the barn. He quickly checks for a hidden blade of some sort that the bandit could use to cut free.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

Zort extends a hand out to the bandits shoulder. "Go on down there, Gus. I gots a plan," Zort says. Gus props up Zort's top hat with his head and shakes it--no. "C'mon now, you ain't in danger."

Gus eventually skitters down Zort's arm and hops onto the outlaws shoulder, and perches there.

"Now you just sit there and look as hungry as possible when he wakes up," Zort says.

Bandit should wake up about an hour after being stabilized.


While the marshals are waiting for the bandit to wake up, Treetopper asks Dolgren for help with his jammed rifle. The dwarf takes a few minutes and removes the bent casing from the chamber, and carefully cleans the piece. Oleg watches and comments, "You've got to be real careful out here vith your pieces. All the damp and dirt plays havoc on the barrel." Oleg also gives the Marhals 50 gold pieces, and three potions. Two of them heal minor wounds (CLW), and the third creates a magical shield around the imbiber (Shield of Faith +2).

Eventually, the bandit wakes up. He is a young man, with blonde hair, lots of freckles and dark blue eyes. He can't be more than twenty years old. He comes to with a terrified expression, which is quickly mingled with pain. The man looks around at the two goblins, dwarf and dandy arrayed before him, giving them a sullen look. "Why ain't you killed me yet?" he asks in a southern accent.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort pulls out his revolver, pulls back its hammer with his long-nailed thumb, and aims it between the outlaws dark blue eyes. "You may yet live if you play your hand right. Now, you make like a good ol' southern boy and tell us where your posse hides out. Maybe even tell us the best place to ambush 'em on their way back here.

Zort tilts his head toward the outlaw's shoulder, gesturing at Gus. "You tell us all that and maybe my friend here won't need to take small nibbles out of your face. So, whaddya say?

Intimidate: 1d20 + 0 ⇒ (10) + 0 = 10

Gus, perched on the bandit's shoulder, is clearly not interested in snacking on the man's cheek.

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